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MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR - User Manual

MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR
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DIRECTOR
®
MX
2004
Using Director

Table of Contents

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Summary

Introduction to Macromedia Director MX 2004

About Director

Overview of Director as a multimedia authoring tool, highlighting its capabilities for creating interactive experiences.

What’s new in Director MX 2004

Highlights new features in Director MX 2004 designed for authoring efficiency and integration with other media types.

Guide to instructional media

Information sources for learning Director, including printable PDF files and online help available on the Director website.

Score, Stage, and Cast

Using the Tool palette with the Stage

Description of the Tool palette's capabilities for creating and manipulating sprites on the Stage, including different views.

Setting Stage properties

Details on setting Stage properties via the Property inspector, including Display Template, Movie, and Guides tabs.

About Cast Members

Explanation of cast members as media and assets in a movie, and how they are organized and created.

Creating new casts

Guidance on creating new internal or external casts to organize cast members, with best practices for movie size.

Using the Cast window

Overview of the Cast window's functionality for organizing media, moving cast members, and launching editors.

Setting Cast window preferences

Instructions for customizing the appearance of Cast windows, including view options, columns, and thumbnail settings.

Viewing and setting cast member properties

How to display and set properties for cast members using the Property inspector, including common fields and Xtra member properties.

Finding cast members

Methods for searching cast members by name, type, or color palette to clean up movies or locate specific assets.

Importing cast members

Guide to importing various media formats into Director, including options for standard import and linking to external files.

Animation

About tweening in Director

Explanation of tweening for sprite properties in keyframes and how Director changes properties between them.

Tweening the path of a sprite

How to tween a sprite's path directly on the Stage by editing keyframe indicators and adjusting the path.

Accelerating and decelerating sprites

Using Ease-In and Ease-Out settings in the Sprite Tweening dialog box to create more natural sprite motion.

Tweening other sprite properties

How to tween sprite properties like size, rotation, skew, blend, and color for animation effects.

Suggestions and shortcuts for tweening

Tips and shortcuts to improve productivity and results when tweening sprites in Director.

Changing tweening settings

How to use the Sprite Tweening dialog box to control tweening properties, path curvature, speed, and ease-in/out.

Switching a sprite’s cast members

Technique to change a sprite's cast member while maintaining other sprite properties, useful for animation.

Editing sprite frames

Using the Edit Sprite Frames option to adjust sprite selection and keyframe creation for frequent animation changes.

Frame-by-frame animation

Method for creating complex animation using a series of cast members within a single sprite.

Shortcuts for animating with multiple cast members

Utilizing Cast to Time and Space to Time commands for efficient animation with multiple cast members.

Using film loops

Creating animated sequences as single cast members for repetitive motions and consolidating score data.

Setting film loop properties

Determining film loop framing, repeat settings, and sound mute options via cast member properties.

Step-recording animation

Animating one frame at a time by recording sprite positions, useful for irregular paths.

Real-time recording animation

Creating animation by recording sprite movement across the Stage, useful for simulating pointers or complex motion.

Animating sprites with Lingo or JavaScript syntax

Using script to create animation by controlling sprite location and cast members based on movie conditions.

Bitmaps

About importing bitmaps

Guide to importing bitmaps, considering color depth, palette, and resolution for optimal display and performance.

Using animated GIFs

Importing and setting properties for animated GIFs, including direct-to-Stage playback and rate control.

Using the Paint window

Overview of the Paint window's tools and controls for creating and editing bitmap cast members.

Using Paint window tools and controls

Detailed explanation of selection tools (Lasso, Marquee), registration point changes, and editing functions within the Paint window.

Using the Lasso tool

Instructions for using the Lasso tool to select irregular areas or polygons and adjust selection settings.

Using the Marquee tool

Guide to using the Marquee tool for selecting artwork, stretching, compressing, moving, and copying selections.

Using the Airbrush tool

How to use the Airbrush tool for spraying colors, defining spray settings, and controlling flow rate and dot size.

Using the Brush tool

Techniques for using the Brush tool for strokes, selecting brush types, and painting shapes or lines.

Changing size, color depth, and color palette for bitmaps

Using Transform Bitmap to modify bitmap cast members' size, color depth, and palette, with considerations for script and external editors.

Controlling bitmap images with Lingo or JavaScript syntax

Using script for pixel manipulation, image object creation, and controlling bitmap properties like picture and color.

Creating image objects

How to create image objects from cast members or the Stage, and edit their data using scripting commands.

Editing image objects

Using scripting commands to manipulate pixels, crop images, draw new pixels, and work with mask and alpha channels.

Using gradients

Creating gradients in the Paint window using Brush, Bucket, or shape tools, and controlling gradient types and colors.

Editing gradients

Changing gradient settings in the Gradient Settings dialog box, including type, method, direction, and spread.

Using patterns

Selecting and editing patterns in the Paint window, including creating custom tiles for filling areas efficiently.

Editing patterns

Modifying patterns using the Pattern Settings dialog box, including standard sets and custom pattern editing.

Creating a custom tile

Creating custom tiles for filling large areas efficiently, reducing memory usage and download time.

Using Paint window inks

Applying paint window inks to create color effects for bitmap cast members, affecting sprites and cast members.

Using bitmap filters

Applying plug-in image editors (filters) to bitmap images for effects within Director.

Using filters to create animated effects

Creating dramatic animated effects with bitmap filters using Auto Filter for incremental filter application.

Using onion skinning

Creating or editing animated sequences using reference cast members as backgrounds in the Paint window.

About the Paste as Pict option

Pasting PICT images into the cast while retaining PICT format, with considerations for memory and animation.

Setting bitmap cast member properties

Viewing and changing bitmap cast member properties like name, alpha settings, highlighting, and dithering.

Setting PICT cast member properties

Changing names and properties of PICT cast members, including unload priority and external file linking.

Setting Paint window preferences

Modifying Paint window settings for tools, drawing methods, color cycling, line width, and blend effects.

Compressing bitmaps

Compressing bitmap images for faster downloading over the Internet at the movie or cast member level.

Vector Shapes

Drawing vector shapes

Creating vector shapes using Pen and shape tools in the Vector Shape window, defining points and handles.

Choosing fill and line settings for vector shapes

Setting fill color, line width, background color, and fill type for vector shapes using window controls or script.

Editing vector shapes

Modifying vector shapes by moving, adding, or deleting control points and adjusting curve control.

Defining gradients for vector shapes

Specifying gradient types, placement, and color cycling for vector shapes using the Vector Shape window or script.

Controlling vector shapes with Lingo or JavaScript syntax

Using script to modify vector shapes by setting properties and methods related to vertices.

Setting vector shape properties

Viewing and changing vector shape properties like name, unload, and anti-aliasing in the Property inspector.

Using shapes

Creating simple shapes directly on the Stage using Line, Rectangle, Rounded Rectangle, and Ellipse tools.

Setting shape cast member properties

Viewing and changing shape cast member properties like type, fill, and line size using the Property inspector or script.

Color, Tempo, and Transitions

Controlling color

Understanding how Director manages colors, differences between RGB and index color, and color selection methods.

Specifying palette index and RGB color

Using palette index values or RGB values to specify colors, and choosing the color mode for the current movie.

Changing the color depth of a movie

Setting the movie's color depth using Lingo/JavaScript or system utilities, and how it affects authoring and saving.

Choosing colors for movie elements

Using the Color menu to select colors for Stage, vector shapes, and sprites, including hexadecimal values and favorite colors.

Changing color palettes during a movie

Using the palette channel in the Score to define active palettes for frames, and considerations for web playback.

Setting palette cast member properties

Creating and managing color palette cast members, including naming, unloading, and editing palette colors.

About tempo

Understanding tempo as frames per second, controlling it via Score or puppetTempo method, and factors affecting movie speed.

Specifying tempo properties

Setting tempo, wait, and cue point properties in the Frame Properties: Tempo dialog box.

Locking frame durations

Ensuring consistent movie tempo across computers by locking frame durations in the Movie Playback Properties dialog box.

Using transitions

Creating brief animations between frames using Director's built-in transitions or Xtra extensions.

Creating transitions

Adding transitions to the Score by placing them in the transition channel and setting category and duration.

Setting transition cast member properties

Setting values for transition cast members using the Property inspector, including unload priority and Xtra-specific options.

Text

Embedding fonts in movies

Embedding fonts to ensure proper display and distribution, including options for bitmap versions and character subsets.

Creating text cast members

Methods for creating text cast members directly on the Stage or within the Text window, and importing text from external files.

Editing and formatting text

Editing text directly on the Stage or using the Text inspector, Font, and Paragraph dialog boxes for formatting.

Formatting characters

Setting font, style, size, line spacing, color, and kerning for text cast members using the Font dialog box.

Formatting paragraphs

Specifying alignment, indentation, tabs, and spacing for paragraphs within text cast members.

Formatting entire cast members

Applying formatting changes to multiple text cast members simultaneously using the Text inspector or dialog boxes.

Formatting with the Text inspector

Utilizing the Text inspector for compact formatting controls on Stage or for entire cast members.

About anti-aliased text

Understanding anti-aliasing for smoother text appearance, its effect on different font types, and how to adjust the setting.

About kerning

Specialized spacing between characters to improve text appearance, particularly for large headlines.

Finding and replacing text

Using the Find > Text command to quickly search for and replace text within Text, Field, or Script windows.

Creating a hypertext link

Turning selected text into a hypertext link to a URL or initiating other actions using the Text inspector.

Working with fields

Editing and formatting field cast members, similar to text but with limitations on spacing, tabs, and indents.

Using editable text

Allowing users to enter or edit text directly on the Stage or via script, affecting the cast member and associated sprites.

Converting text to a bitmap

Changing text or field cast members into bitmaps for editing in the Paint window, noting that the conversion is irreversible.

Mapping fonts between platforms for field cast members

Using the Fontmap.txt file to map fonts between Windows and Macintosh platforms for consistent field appearance.

Setting text or field cast member properties

Setting properties for text and field cast members via the Property inspector, including editability, pre-rendering, and anti-aliasing.

Using Flash, Flash Components, and Other Interactive Media Types

Using Flash Content

Incorporating Flash vector-based animation into Director movies and projectors by importing Flash content as cast members.

Adding a Flash content cast member

Procedure for creating Flash cast members and setting properties, including importing SWF files and setting media options.

Editing a Flash cast member

Using launch-and-edit integration to edit Flash cast members by launching the Flash authoring tool from Director.

Controlling Flash content with Lingo or JavaScript syntax

Using script for precise control over Flash content display, streaming, and property management.

Controlling Flash content appearance with Lingo or JavaScript syntax

Controlling Flash content appearance on the Stage, including scaling, rotation, flipping, and ink effects.

Using Lingo or JavaScript syntax to set and test Flash variables

Accessing and manipulating Flash variables and executing methods directly on Director sprites using script.

Sending messages from Flash content using getURL

Sending messages from Flash content to Director using the getURL ActionScript function for communication.

Using Flash objects in script

Creating and accessing Flash ActionScript objects, arrays, dates, Booleans, and XML objects using Lingo or JavaScript.

Setting callbacks for Flash objects

Routing events from Flash objects to specific script handlers using the setCallback() method.

Using the Flash local connection object

Connecting and communicating between separate Flash content and Director movies using the Local Connection object.

Using Flash Communication Server MX 2004

Communicating with Flash Communication Server MX using NetConnection and NetStream objects in script.

Using the Flash Settings panel

Displaying the Flash Settings panel to allow users to choose privacy, storage, camera, and microphone settings.

Playback performance tips for Flash content

Tips for achieving optimal playback performance from Flash content, including quality settings and tempo management.

Using Director movies within Director movies

Importing Director movies into another movie as internal or linked cast members for complex productions.

Setting linked Director movie properties

Controlling properties of linked Director movies, including cropping, scaling, scripts, sound, and looping.

Using ActiveX controls

Embedding ActiveX controls in Director for Windows to manage application resources and create sprites.

Inserting an ActiveX control

Procedure for inserting ActiveX controls onto the Stage, noting platform-specific design.

Setting ActiveX control properties

Viewing and editing ActiveX control properties like color, text, font, and state via the Control Properties dialog box.

Using ActiveX control methods

Calling methods exposed by ActiveX controls to perform actions like retrieving or modifying text.

Using ActiveX control events

Responding to events generated by ActiveX controls, such as click or dateChanged, by writing event handlers.

Using Flash components

Utilizing bundled Flash components for user interface elements like buttons and list boxes, and creating custom components.

Selecting Flash components

Selecting Flash components from the Library palette or the Tool palette for use in Director movies.

Setting Flash component parameters

Setting unique parameters for Flash components to change appearance and behavior, using Property inspector or scripting.

Handling Flash component events

Responding to events broadcast by Flash components, such as user interactions, by writing event handlers in Lingo or JavaScript.

Button component

Using the Button component for resizable UI buttons, with options for custom icons and toggle behavior.

CheckBox component

Using check boxes for gathering true/false values that are not mutually exclusive, like hobby selections in a form.

DateChooser component

Implementing a calendar component for users to select dates, with parameters for month names, day names, and disabled dates.

Label component

Creating single-line text labels formatted with HTML, controlling alignment, and sizing without borders or focus.

List component

Using scrollable single- or multiple-selection list boxes that can display graphics and custom movie clips as rows.

NumericStepper component

Allowing users to select numeric values with up/down arrow buttons, controlling step size and range.

RadioButton component

Implementing radio buttons for user selection from a group of mutually exclusive options, like credit card choices.

ScrollPane component

Displaying content too large for the area in a scrollable pane, loading from local or internet sources.

TextArea component

Creating multiline text fields for comments or forms, with options for HTML compatibility, editability, and word wrap.

TextInput component

Creating single-line text fields, including password fields, with styles for customization.

Tree component

Representing hierarchical data structures using XML data sources, with nodes as leaves or branches.

3 D Basics

What you need to know

Overview of basic 3D operations using built-in behaviors and scripting languages like Lingo or JavaScript syntax.

About 3 D in Director MX 2004

Key components of 3D in Director MX, including Stage, Score, Cast window, Property inspector, and Behavior library.

The 3 D Xtra

Using the 3D Xtra to import 3D models and worlds, convert 2D text to 3D, and build 3D environments with behaviors.

Using the Shockwave 3 D window

Inspecting and editing properties of 3D cast members using the Shockwave 3D window, including camera controls and playback.

Using the Property inspector for 3 D

Modifying 3D cast members using the Property inspector's 3D Model tab for camera, preload, animation, and loop settings.

Using rendering methods

Selecting rendering methods (#auto, #openGL, #directX, #software) based on hardware for optimal 3D display performance.

Using 3 D Anti-aliasing

Improving graphics appearance by smoothing jagged lines and edges in 3D sprites, with options to turn it on and off.

3 D behaviors

Using the Director Behavior library for 3D-specific behaviors, categorized into local, public, trigger, and independent actions.

3 D text

Creating and modifying 3D text by converting 2D text, setting properties, and manipulating it with script or behaviors.

The 3 D Cast Member, 3 D Text, and 3 D Behaviors

About the 3 D cast member

Overview of 3D cast member structure, including model resources, models, lights, cameras, shaders, textures, and motions.

Model resources

Understanding model resources as 3D geometry pieces for rendering models, their reusability, and common properties.

Models

Working with models, including basic operations like count, access by name/index, cloning, and deletion.

Shaders

Defining model surface appearance using shaders, with descriptions of available shaders and basic shader operations.

Textures

Applying 2D images as textures to model surfaces, with texture properties and operations for managing them.

Motions

Understanding motions as predefined animation sequences for models, and performing basic motion operations.

Lights

Using lights to illuminate the 3D world, controlling their color, direction, and intensity.

Cameras

Defining cameras as viewports into the 3D world, controlling their position, orientation, and properties.

Groups

Associating models, lights, and cameras into groups for easier manipulation, using parent-child hierarchies.

Creating 3 D text

Steps to create 3D text by first creating 2D text and then converting it to 3D.

Modifying 3 D text

Adjusting properties of 3D text, including camera position, rotation, and extrusion settings.

Script and 3 D text

Using Lingo or JavaScript syntax methods and properties to work with 3D text, including exceptions.

Exceptions

Listing methods and properties that behave differently when used with 3D text.

Using 3 D behaviors

Building and controlling 3D environments using prewritten behaviors from the Behavior Library without scripting.

Applying 3 D behaviors

How to attach 3D behaviors to sprites or frames, specify parameters, and use behavior groups.

About behavior groups

Assigning behaviors to groups to initiate actions across multiple sprites using a single trigger.

Working with Models and Model Resources

About models and model resources

Understanding models as objects in the 3D world and model resources as geometry definitions.

Models

Working with models, including basic operations like count, access by name/index, cloning, and deletion.

Model resources

Understanding model resources as reusable 3D geometry, their properties, and file-defined resource properties.

Primitives

Creating primitives like spheres, cylinders, boxes, planes, particles, and meshes using methods and properties.

Shaders

Defining model surface appearance using shaders, with descriptions of available shaders and basic shader operations.

Textures

Applying 2D images as textures to model surfaces, with texture properties and operations for managing them.

Motions

Understanding motions as predefined animation sequences for models, and performing basic motion operations.

Lights

Using lights to illuminate the 3D world, controlling their color, direction, and intensity.

Cameras

Defining cameras as viewports into the 3D world, controlling their position, orientation, and properties.

Groups

Associating models, lights, and cameras into groups for easier manipulation, using parent-child hierarchies.

Modifiers

Controlling model rendering and behavior using modifiers like LOD, Toon, SDS, Bones Player, Keyframe Player, Inker, Collision.

Level of detail (LOD) modifier properties

Controlling model polygon count based on camera distance using automatic or manual LOD settings.

Toon modifier properties

Changing model rendering to cartoon style using few colors, controlling color steps, shadows, highlights, and line color.

Inker modifier properties

Adding silhouette, crease, and boundary edges to models using the inker modifier properties.

Subdivision surfaces modifier properties

Rendering models with additional geometric detail using SDS modifier, available for models created outside Director.

Collision modifier properties

Notifying and responding to collisions using the collision modifier, controlling details via properties like enabled and resolve.

Collision modifier methods

Overriding default collision behavior using methods like resolveA and resolveB to manually resolve collisions.

Animation modifiers

Applying animation modifiers like Bones player and Keyframe player to models for playback of animations.

Bones player methods

Methods for working with bones animations, including playing, queuing, removing, and pausing motions.

Bones player properties

Properties for controlling bones animations, such as playing state, playlist, current time, play rate, and root lock.

Keyframe player methods

Methods for working with keyframe animations, including playing, queuing, removing, and pausing.

Keyframe player properties

Properties for controlling keyframe animations, such as playing state, playlist, current time, and blend time.

Controlling the 3 D World

3 D Lingo or JavaScript syntax events

Using registerForEvent to specify handlers for events within cast members, with details on event types and arguments.

Collisions

Enabling models to automatically respond to collisions using the collision modifier and controlling collision details.

Collision properties

Properties related to collisions, such as modelA, modelB, pointOfContact, and collisionNormal, used within collision handlers.

Collision methods

Overriding default collision behavior using resolveA and resolveB methods to manually resolve collisions.

Selecting models

Determining which models have been clicked within a 3D sprite using scripts, allowing for interaction.

Camera methods

Methods for determining clicked models, translating coordinates between 3D and 2D space, and manipulating camera positions.

Vector math

Describing direction and location in 3D space using vectors, and performing calculations for movement and rotation.

Vector creation methods

Creating vector objects from arguments representing axes, or randomly chosen points on a unit sphere.

Vector properties

Properties of vector objects, including magnitude, length, and access to individual components (x, y, z).

Vector methods

Methods for normalizing vectors, calculating dot products, angles between vectors, and distances.

Vector binary operations

Syntaxes for performing additional vector math calculations like addition, subtraction, multiplication, and division.

Transforms

Data objects describing a model’s position, orientation, and scale, and methods for moving and rotating them.

Transform creation method

Using the transform() method to create a new transform data object, initialized as the identity transform.

Transform properties

Properties for working with transforms, including position, scale, rotation, axisAngle, and userData.

Transform methods

Methods for transforming models, including rotate, preRotate, translate, multiply, interpolate, duplicate, invert, and identity.

Rendering functionality

Encapsulates information about functionality common to 3D cast members and sprites, including mesh generators and modifiers.

Renderer services object properties

Global getRendererServices() object properties like renderer and rendererDeviceList for querying active renderers.

Movie properties

Properties to control which renderer the movie uses, such as preferred3dRenderer and active3dRenderer.

Cast member properties

Controlling cast member properties for 3D, including preload, animationEnabled, loop, and camera settings.

Cast member methods

Methods to reset cast member properties to original values, such as revertToWorldDefaults() and resetWorld().

Movies in a Window

About MIAWs

Understanding MIAWs as a combination of a window object and a movie object, distinct from standard windows.

Creating or declaring a MIAW

Explicitly creating or declaring a MIAW using Lingo or JavaScript syntax before setting its properties.

Assigning a MIAW a filename and title

Associating a movie's filename and title with a MIAW using the open window method.

Opening and closing a MIAW

Methods for opening and closing MIAWs, including options to keep the movie in memory or remove it.

Setting the window size and location for a MIAW

Controlling MIAW size and appearance by setting screen coordinates and using rect, drawRect, and sourceRect properties.

Controlling the appearance of a MIAW

Setting window appearance properties using Lingo/JavaScript or Display Template for title, type, location, and resizability.

Controlling MIAW layering

Controlling whether a movie appears in front of or behind other windows using moveToFront() and moveToBack() methods.

MIAW events

Using event handlers for typical MIAW events like window movement, resizing, opening, closing, activation, and tray icon interaction.

Listing the current MIAWs

Displaying a list of all known MIAWs in the main movie using the windowList property.

Controlling interaction between MIAWs

Interacting between MIAWs and the main movie by accessing window movie properties and global variables.

Using the XML Parser Xtra

About XML

Understanding XML as a markup language for defining content, its structure, and advantages over text documents.

Using XML parser objects

Accessing XML document nodes using Lingo or JavaScript syntax and converting data to property lists.

Using XML document nodes

Accessing different types of nodes (element, text, processing instruction) and their properties within an XML document.

Accessing attributes

Accessing tag attributes and their values using attributeName and attributeValue properties in XML documents.

Parser objects and XML nodes

Understanding how the parser object stores the XML document's tree structure and the properties of nodes.

Treating white space

Changing how the XML Parser Xtra treats white space using the ignoreWhiteSpace() method.

XML and character sets

Understanding XML character sets and encoding, particularly UTF-8 and ISO-8859-1 (Latin 1).

Making Director Movies Accessible

About government requirements

Understanding government mandates for multimedia accessibility, including text-to-speech, captioning, and keyboard navigation.

Making Director Movies Accessible

Methods for making Director movies accessible using behaviors or custom scripts, including text-to-speech and keyboard navigation.

Using the Speech Xtra

Adding text-to-speech capability using the Speech Xtra extension and its script methods.

Testing the Speech Xtra

Performing a simple test to verify correct configuration of text-to-speech software.

Using the Accessibility behavior library

Making movies accessible via keyboard navigation, text-to-speech, and captioning using behaviors from the Library palette.

Enabling keyboard navigation

Making sprites navigable with the keyboard using accessibility behaviors like Target, Item, and Group Order.

Enabling text-to-speech

Adding text-to-speech functionality for visually impaired users, requiring keyboard navigation and specific behaviors.

Accessibility scripting with Lingo or JavaScript syntax

Writing custom scripts for text-to-speech functionality, including initializing speech software and managing voices.

Deploying accessible movies

Steps for successfully deploying accessible movies, including Speech Xtra requirements and download procedures.

Managing Memory

How Director unloads items from memory

Understanding automatic unloading of cast members based on purgePriority script property to manage memory.

Loading and unloading individual cast members

Using script methods like preLoadMember() and unLoadMember() to control cast member loading and unloading.

Preloading digital video

Safely preloading digital video by placing sprites offstage and setting movieRate to 0 to prevent premature playback.

Managing and Testing Director Projects

Managing Director projects

Guidelines for managing project resources and file organization to prevent broken links and simplify updates.

About testing movies to avoid problems

Strategies for testing movies early and often during development to discover and fix problems.

Testing on all target platforms

Defining audience, minimum system requirements, and testing across different configurations like OS and browser.

Testing strategies

Methods for testing movies effectively, including isolating problems, testing with different media, and checking script for errors.

Printing movies

Printing movie content for review, editing, handouts, or paper records, with options for Stage, Score, Cast, and scripts.

Resources

Available resources for testing and troubleshooting Director movies, including TechNotes and website links.

Packaging Movies for Distribution

About distributing movies

Choices for distributing movies as Shockwave content or projectors, including compressed data and stand-alone applications.

Creating Shockwave content

Saving work as Shockwave (DCR) for browser playback or smaller disk-based movies, with Xtra extension management.

Using default Publish settings

Creating Shockwave content and projectors using the File > Publish command with default settings.

Changing Publish Settings

Modifying Publish Settings using dialog boxes for Formats, Projector, Files, Shockwave, HTML, and Image tabs.

Selecting a publishing format

Choosing movie formats like Projector, Shockwave File, HTML, or Image file, and setting options for cross-platform projectors.

Using the DCR and HTML file format

Creating DCR and HTML files for displaying DCR movies, including settings for dimensions, compression, and browser compatibility.

Setting Projector options

Setting projector options for stage appearance, browser display, player type, and file components like linked casts and Xtras.

Setting Files options

Configuring file options for projectors, including including linked cast files, excluding Xtras, compressing files, and adding/removing files.

Setting Shockwave options

Setting Shockwave Player options for version, image compression, audio compression, and context menu items.

Setting HTML options

Configuring HTML options for browser resizing, background color, dimensions, and stretch style.

Using dswmedia folders and the support folder to publish Shockwave content

Utilizing dswmedia folders for local media access in safe player mode and maintaining directory structure for testing.

Using linked media when testing Shockwave content

Enabling linked files to show on a local machine by creating a 'dswmedia' folder and placing all linked media within it.

Converting movies created in previous versions of Director

Converting movies from earlier Director versions to the latest file format using the Update Movies command.

About projectors

Understanding projectors as stand-alone movie versions requiring Xtra extensions, with options for fast-start projectors.

Creating projectors

Including Director MX 2004 movies in projectors, converting older movies, and setting projector options.

Excluding Xtra extensions from projectors

Managing Xtra extensions by placing them in external directories for faster startup and easier updates.

About cross-platform projectors

Creating projectors that run on different platforms (Windows/Macintosh) by authoring on one and exporting for the other.

Custom Xtra extensions and cross-platform projectors

Supporting custom Xtra extensions in cross-platform projectors, considering filename entries and fork file requirements.

Processing movies with Update Movies

Using Update Movies to convert, compress, protect, and batch-process movies and casts.

Exporting digital video and frame-by-frame bitmaps

Exporting movie parts as digital video or series of bitmaps (BMP, PICT), noting loss of interactivity.

Setting QuickTime export options

Specifying options for exporting QuickTime digital video, including frame rate, compressor, quality, and color depth.

Using Shockwave Player

About streaming movies

Understanding streaming for immediate user experience, playing content as it downloads, and reducing perceived download time.

About network operations

Enabling network operations to begin before completion, performing multiple operations simultaneously for background loading.

Setting movie playback options

Adjusting basic streaming settings, download frames before playing, showing placeholders, and locking tempo.

Setting Shockwave playback options

Setting Shockwave playback options for image compression, audio compression, and context menu items.

About creating multiuser applications

Using Macromedia Flash Communication Server MX for multiuser movies and applications.

About streaming with the Score and behaviors

Arranging the Score and using behaviors to control the playhead for smooth streaming and media downloading.

Looping behaviors

Using behaviors to return the playhead to a frame or stay on the current frame until media elements download.

Jumping behaviors

Using behaviors to skip to a frame or marker after media elements have downloaded.

Checking whether media elements are loaded with Lingo or JavaScript syntax

Checking if cast members or frames are loaded using mediaReady() and frameReady() methods for network operations.

Downloading files from the Internet with Lingo or JavaScript syntax

Retrieving data from the Internet using getNetText(), postNetText(), gotoNetMovie(), and gotoNetPage() methods.

Retrieving network operation results with Lingo or JavaScript syntax

Retrieving network operation results like text, MIME type, and last modified date using netTextResult() and netLastModDate().

Using Lingo or JavaScript syntax in different Internet environments

Understanding differences in Lingo/JavaScript syntax behavior across browsers, projectors, and authoring environments.

Testing your movie

Thoroughly testing movies before release, checking performance on slow connections, linked media, and target platforms.

About downloading speed

Understanding theoretical throughput times for network access technology and their impact on download times.

MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR Specifications

General IconGeneral
BrandMACROMEDIA
ModelDIRECTOR MX 2004-USING DIRECTOR
CategorySoftware
LanguageEnglish

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